void PlayerNodeGoto::WriteNodeData( ILTMessage_Write &rMsg ) const { rMsg.Writebool( m_bFaceForwardPitch ); rMsg.Writebool( m_bFaceForwardYaw ); rMsg.Writebool( m_bAlignPitch ); rMsg.Writebool( m_bAlignYaw ); }
void TextureFX::WriteStageInfo(ILTMessage_Write& cMsg) const { //write out each stage for(uint32 nCurrStage = 0; nCurrStage < NUM_STAGES; nCurrStage++) { //write out what has changed cMsg.Writeuint8((uint8)m_Stages[nCurrStage].m_nChanged); //if nothing has changed, don't bother to write out any more info about this stage if(m_Stages[nCurrStage].m_nChanged == 0) continue; cMsg.Writeuint32(m_Stages[nCurrStage].m_nID); //write out each of the changed values for(uint32 nCurrParam = 0; nCurrParam < NUM_VARS; nCurrParam++) { if(m_Stages[nCurrStage].m_nChanged & (1 << nCurrParam)) { //a changed value, make sure to write it out cMsg.Writefloat(m_Stages[nCurrStage].m_fVars[nCurrParam]); } } } }
void DynamicSectorVolume::WriteFXMessage( ILTMessage_Write &cMsg ) { cMsg.Writeuint8( m_nNumSectors ); uint32 i; for ( i=0; i < m_nNumSectors; i++) { cMsg.Writeuint32( m_nSectorIds[i] ); } }
void ScatterVolume::WriteScatterInfo( ILTMessage_Write& cMsg ) { cMsg.WriteLTVector( m_vDims ); cMsg.Writeuint32( m_nBlindDataIndex ); cMsg.Writefloat( m_fHeight ); cMsg.Writefloat( m_fWidth ); cMsg.Writefloat( m_fMaxScale ); cMsg.Writefloat( m_fTilt ); cMsg.Writefloat( m_fWaveRate ); cMsg.Writefloat( m_fWaveDist ); cMsg.Writefloat( m_fMaxDrawDist ); cMsg.WriteHString( m_hstrTextureName ); cMsg.Writeuint32( m_bUseSaturate ); }
bool ScmdServer_Impl::SendMessage( HCLIENT hClient, ILTMessage_Write& msg ) { // Check if there's a client to receive this. if( hClient ) { if( g_pLTServer->SendToClient( msg.Read(), hClient, MESSAGE_GUARANTEED ) != LT_OK ) return false; return true; } // No client, send it to the serverapp. g_pLTServer->SendToServerApp( *( msg.Read( ))); return true; }
void DynamicOccluderVolume::WriteFXMessage( ILTMessage_Write &cMsg ) { cMsg.Writeuint8( m_nNumOccluders ); uint32 i; for ( i=0; i < m_nNumOccluders; i++) { cMsg.Writeuint32( m_nOccluderIds[i] ); } cMsg.Writeuint8( m_nNumRenderGroups ); for ( i=0; i < m_nNumRenderGroups; i++) { cMsg.Writeuint8( m_nRenderGroups[i] ); } }
bool CServerMissionMgr::Save( ILTMessage_Write& msg, uint32 dwSaveFlags ) { msg.WriteString( m_sCampaignFile ); msg.Writeuint8( m_Campaign.size( )); for( Campaign::iterator iter = m_Campaign.begin( ); iter != m_Campaign.end( ); iter++ ) { msg.Writeuint8( *iter ); } msg.Writeuint8( m_nCurCampaignIndex ); msg.Writebool(m_ServerSettings.m_bUseSkills); msg.Writebool(m_ServerSettings.m_bFriendlyFire); msg.Writeuint8(m_ServerSettings.m_nMPDifficulty); msg.Writefloat(m_ServerSettings.m_fPlayerDiffFactor); return true; }